
#version 330

#include semantic.glsl


layout(location = POSITION) in vec3 position;
layout(location = NORMAL) in vec3 normal;

smooth out vec4 interpColor;

uniform vec3 lightPos;
uniform vec4 lightIntensity;
uniform vec4 ambientIntensity;

uniform mat4 modelToCameraMatrix;
uniform mat3 normalModelToCameraMatrix;

uniform Projection
{
    mat4 cameraToClipMatrix;
};

void main()
{
    vec4 cameraPosition = (modelToCameraMatrix * vec4(position, 1.0));
    gl_Position = cameraToClipMatrix * cameraPosition;

    vec3 normCamSpace = normalize(normalModelToCameraMatrix * normal);
	
    vec3 dirToLight = normalize(lightPos - vec3(cameraPosition));
	
    float cosAngIncidence = dot(normCamSpace, dirToLight);
    cosAngIncidence = clamp(cosAngIncidence, 0, 1);
	
    interpColor = (lightIntensity * cosAngIncidence) + ambientIntensity;
}